The Lantern – A 3ds Max Project – Modeling

The Lantern – A 3ds Max Project – Modeling

Tutorial Details

Final Product What You'll Be Creating

This entry is part 2 of 12 in the Best of 3D Studio Max – Part 1 Session
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This entry is part 1 of 3 in the series The Lantern

3Ds Max author Ben Tate is back once again with this exclusive 3-part tutorial series covering all of the processes involved in creating ‘The Lantern’. In this first part, Ben walks us through the modelling process, taking a look at not only traditional poly-modelling, but also how we can use splines to speed up your workflow when tackling more complex geometry. Let’s get started!

In this tutorial we’ll go through the entire process of modelling, uvmapping, texturing, lighting and rendering an old lantern in 3d Studio Max. We’ll use poly modelling techniques for the majority of the model, but we’ll also take a look at how to use splines to create the more complex pieces.

With the modelling completed, we’ll move on to the UV mapping – all of which will be done inside of 3ds Max using the many tools contained in the Unwrap UVW modifier, such as Flatten and Pelt Mapping. We’ll also discuss tips and tricks for UV mapping sub-divided geometry. With the mapping completed, we’ll scale the uv islands to the correct proportions and clean up our objects.

Finally we’ll pack and finalize our UV’s into a single layout, before moving into Photoshop to create the Diffuse, Bump and Specular Maps. We’ll also create procedural materials for the candle and flame inside Max, and finalize our scene lighting for the final render.


Additional Files/ Plugins:

  • Download the Project Files for this tutorial


    • Video 1

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      Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.


      Video 2

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      Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.


      Video 3

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      Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.


      Video 4

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      Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.


      Video 5

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      Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.


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  • skoville

    Hello All.

    I’m down loading from a public computer so I can’t check the files. Is Part 4 “Day 1 d” ?

    Thanks

  • skoville

    Any chance someone has “day1_d” ? I think pt.4 is is “5″ or “e” or……. Are you doing this on purpose, Ben? LOL. only kidding, man.
    Really enjoy doing your tuts. My jaw drops when you enlighten me with stuff like “Ctrl click poly and get the polies. I can’t tell you how many times I could have used the “Alt+Backspace” trick.
    Nice.

  • joe bernard

    when i try to use the shell modifier, the vertices connected to the opposite vertices on the plane. why is this happening

    • http://www.bentateonline.com Ben Tate
      Author

      Hey Joe,

      Sorry for the delay! Just noticed your comment.

      That’s a strange one! Would you be able to provide a screenshot?

      Thanks,
      Ben

  • Eric

    Great Tutorial! Just one question, I am using max 2012 and they got rid of the reactor helper and replaced it with mass fx modifier. Can i use this modifier to achieve the same results, and if so any idea on how to achieve the same effect. tried playing around with it with no success. Or should i just rotate and move them physically till i achieve something similar. I am just trying to learn from these so the end look is not important to me, just figured id try and learn massfx along the way.

    • Eric

      Premature comment. I guess i didn’t play with it enough cause i just figured it out. My bad.